DnD Map 1 - First Playtest Feedback

 DND MAP 1 PLAYTEST

LOGAN VAN DYNE


    Our first glimpse into the art of level design was based around a map-creating website called “RollD20” in which we created our own started Dungeons and Dragons maps, complete with playable characters and enemies for our playtesters to utilize to get a feel of the level and the flow we create for it. 


My two playtesters chose the Warrior class and the Ranger class. The classes don’t mean much at this time, they are more cosmetic than anything with how the stats are set up. We were presented with four stats to give the characters, however we only had three slots to add them into, so I omitted the magic stat, as it did not do anything for the purpose of the playtest. The only stats that mattered were Health, Defense, and Damage. We tested the level by having the players run through the course of the level, following the path presented to them while defeating enemies and making their way to the final boss. 



    The level was designed as the shore of a beach, with a nearby pirate ship docked off shore. There are sets of rocks which help guide the player to where they need to go, and at the end of this path, they are met with their first enemy, a generic henchman soldier. Once defeating this enemy, they are able to continue through the level. The first challenge that the players meet is a basic enemy, along with some simple pathmaking to reach the target. The circulation elements provided by the rocks were established as to help the player to figure out a way to board the ship, and ensure that they are able to continue the level and progress towards the goal- the final boss. 



    Once you clear the first enemy, you reach the plank of the pirate ship, which is how you board and continue the level. Upon boarding, you meet the second enemy, which is a slightly more powerful soldier than the first. Overall, the enemy encounters are very simple, as they are not the focus of the project- we are focused on creating a level that flows and plays well for the audience and is able to teach them the mechanics they need to play the game. The mechanics taught in this level are the movement, combat, and progression, all of which are rather self-explanatory and are expanded upon naturally as the player progresses. 



    Finally, after defeating the last enemy, the player descends up either sets of stairs to reach and face the final boss- the Pirate Captain. The staircases give players options on how to advance (flanking the boss or facing them head-on, even allowing for the option to split up) while still presenting an easy to follow path and flow for the level progression. After defeating the captain, a potential improvement for later maps could be the implementation of some sort of loot / reward room where the players get gratification for completing the level. Some other possible additions may be more paths and options for exploration for the players to find and traverse through, as this may be more interesting than such a simple path for gameplay. 



    As for what went well, the level progression and order of events was very easy to follow and the players had no trouble figuring out what to do and where to go. The gameplay paths were easy to distinguish from the visuals of the level, and the path was not too complex to be confusing, while being complex enough to not be too boring. However, there was more complexity to be desired, especially in terms of exploration. Rather than going in a line to get to the destination, some branching locations would be more rewarding for player exploration, so this will be expanded upon in future level designs. 


Comments

Popular posts from this blog

Mega Man V2

DnD Map 2 Feedback

Mega Man Level 2